![]() Designers have to take all the characteristics and needs of a faction in order to do so. Pipes are joined with the biggest possible screws and rivets.įirst step of the unit development process is defining the role of a unit.Altitude dominant situated relatively in the center of the composition.Composition is dominated by quadratures and orthogonal systems.Very asymmetric hexes and symmetric buildings.Second highest buildings that are also lowest underground.Brightest faction of all - characterized by the glow and sparkles.Most asymmetric hexes joined with the most symmetric shapes of buildings.Top height level (both above and below the ground).SPIKES! MANY SPIKES! Jagged and made of bent sheet metal.Steel gratings, vertically divided to make it look more prison-like.Residential buildings of the poor have only singular red accents.Multiple red accents, mostly there where the leaders reside.Multi-pitched, flat, single-pitched roofs.Very individualistic, most diverse buildings.Lowest height above the ground, 3 below the ground.Lattice windows, usually divided by gratings.Tops of towers and the ends of chimneys.Main particle is white smoke (steam, fog).Height on level 2, both above and below the ground.You can see some concept art examples below. Specific number - that stated how many elements should be grouped together in a given faction.īuildings were created based on concept art.Height of buildings above and below the ground.While designing buildings we were paying attention to various elements such as: These art concepts have originated from the technology used by specific factions. We designed buildings based on fundamental art concepts that were supposed to make every faction feel original and distinct from the others. We would also like to show you some materials from the Punk Wars archives, so fasten your seatbelts and get ready for the longest devblog yet!
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